Kajikami wrote:Predators do attack armies when they get in range. If you have enough dangerous animals between two villages, they can completely kill off an army before it arrives at the other village.

Right after I posted my first comment I read that in game. I still haven't noticed it happen yet though.

I prioritized Hunt/Predator right away and had 6 cities most of the game. I had to reload a few times after surprise wars. When a Great Project fails the Civ gets 4 greed and declares war so you have to prepare by putting down Danger. It seems like any Danger with no War markers will prevent them from attacking even though the icon is lit for "looking for war". I destroyed a few cities (like the one creating the Multinational) and I think only 1 war marker was given then entire game. When a city stops growing you need to destroy any Danger so that any Greed it accumulated can go down.

Second the suggestion that towns should get an innate awe bonus from their prosperity. I assumed the rate of greed growth depended on the resource gap, but if that's not the case that's a change that should happen as well (because otherwise awe is too binary - you either have enough and it's great, or you don't have enough and it's useless).

As it stands awe is essentially useless. Everything that gives you awe also gives you enough resources that it cancels out the awe bonus entirely. Pear trees may as well not give you awe - if you build an orchard of them the food they produce more than cancels it out and greed is growing anyway.

I feel like the greed mechanic is the absolute worst part of this game. It's immensely frustrating, requires annoying micromanagement to deal with, is unavoidable, and has one lategame viable solution.

It's frustrating because I want to play around with interesting synergies and plan my ambassador's out. I don't want to have to keep intervening in wars to stop villages destroying each other, I don't want to have to be careful of where my giants are when villages start getting greedy so that I can readily punish it. I certainly don't want to have to constantly check in one one giant hovering around a village twiddling the danger knob (which only turns in big jumps, mind - it's difficult to fine tune danger), making certain to remake the dangerous animals when the villagers kill them, and /even then/ greed still grows because of the time between villagers killing your danger source and it being remade.

You can't even avoid it by growing villages slowly, because the instant a great project pops up to be completed its specialisations give villages immense bursts of resources, and planting a single great source can easily push villages past the greed threshold.

Honestly I think if the greed mechanic was just ripped out the game would be improved.

You guys do realise that you can "humble" a village by having the swamp and rock giants attack the villages town, armies and angry mobs. Do that enough times and the greed goes down to 0. I think you have to do it more to get the desired result if the village is larger, but with a village doing a level 4 project the town can take a hit from the rock giant and several mud bombs without being destroyed (depending on how levelled the attack powers are).

My tactics have basically to go for rapid growth for high level projects, kill any armies and angry mobs and have the swamp giant constantly attacking the town centre with a low to mid-level mud bomb. There's been a couple of times while I'm doing the highest level projects where a village has needed to be humbled a couple of times. I'm sure there is a better way of doing it tho, i.e. by planning ahead.

Orsiboy wrote:You guys do realise that you can "humble" a village by having the swamp and rock giants attack the villages town, armies and angry mobs. Do that enough times and the greed goes down to 0. I think you have to do it more to get the desired result if the village is larger, but with a village doing a level 4 project the town can take a hit from the rock giant and several mud bombs without being destroyed (depending on how levelled the attack powers are).

My tactics have basically to go for rapid growth for high level projects, kill any armies and angry mobs and have the swamp giant constantly attacking the town centre with a low to mid-level mud bomb. There's been a couple of times while I'm doing the highest level projects where a village has needed to be humbled a couple of times. I'm sure there is a better way of doing it tho, i.e. by planning ahead.

Yes, I'm aware. It helps the situation, somewhat, but I don't think it redeems the greed mechanic. Reasons:
- It's a persnickity little bugger to make work. Sometimes villages just don't get humbled. It's not clear what the basis for the humbling is, but I think it's to do with damage done to the village in a space of time. If the village is still damaged (just had a war, been humbled recently) it can be impossible to humble them again. I've never been able to reliably humble a village by killing armies or mobs.

- It requires annoying levels of micromanagement. You have to notice a village is getting too greedy, position your giants such that you've got a convenient target (water giant, probably, so it can heal up with monsoon), wait for it to trigger, and then you can walk in and zap the village with the rock/swamp giant

- You can't preemptively humble villages, so if they're stuck in the greed level where they won't attack giants, but they will happily destroy every other village in the world if you don't stop them, you've got problems.

I just completed my first 2hour era, completing most developments for it.
I found that the easiest way to handle greed and wars was to constantly have an almost high danger. This way, I could easily react to new projects. I pause and check for potential greed whenever a new project arrives, giving me time to plan and react... Even if I fail a project and the town becomes smaller, I find that high danger isn't a problem because the town handles it.

By placing dangerous animals in between towns, I both increase the danger of these towns as well as passively protect my weaker towns.
A 1k plus army could not pass areas of culmulative 70 danger.